Something personal from the metaverse: goals, topics, and contextual factors of self-disclosure in commercial social VR

P Sykownik, D Maloney, G Freeman… - Proceedings of the 2022 …, 2022 - dl.acm.org
Current Social VR literature provides limited insight on one of the most critical behaviors for
developing and maintaining interpersonal relationships: self-disclosure. Therefore, we …

A meta-analysis of flow effects and the perception of time

PA Hancock, AD Kaplan, JK Cruit, GM Hancock… - Acta psychologica, 2019 - Elsevier
An altered sense of the experience of time represents one of the nine dimensions that is
conceived as characterizing a state of flow. While a number of other factors necessarily …

VR almost there: simulating co-located multiplayer experiences in social virtual reality

P Sykownik, S Karaosmanoglu, K Emmerich… - Proceedings of the …, 2023 - dl.acm.org
Consumer social virtual reality (VR) applications have recently started to enable social
interactions at a distance. Yet it is still relatively unknown if and to what extent such …

The effect of flow and context on in-vivo positive mood in digital gaming

LK Kaye, RL Monk, HJ Wall, I Hamlin… - International journal of …, 2018 - Elsevier
Although research extols the positive effects of social gaming, the dynamic processes
underlying these effects remain unclear. In a hitherto unused approach in this field, we …

Comparing effects of dynamic difficulty adjustment systems on video game experience

D Ang, A Mitchell - Proceedings of the annual symposium on computer …, 2017 - dl.acm.org
Dynamic Difficulty Adjustment (DDA) is used by game designers to adaptively balance game
challenge against player skill during play. While many DDA implementations exist, few …

Left them 4 dead: Perception of humans versus non-player character teammates in cooperative gameplay

RR Wehbe, E Lank, LE Nacke - Proceedings of the 2017 conference on …, 2017 - dl.acm.org
Why do we care if our teammates are not human? This study seeks to uncover whether or
not the perception of other players as human or artificial entities can influence player …

Curiously Motivated: Profiling Curiosity with Self-Reports and Behaviour Metrics in the Game" Destiny"

M Schaekermann, G Ribeiro, G Wallner… - Proceedings of the …, 2017 - dl.acm.org
Identifying player motivations such as curiosity could help game designers analyze player
profiles and substantially improve game design. However, research on player profiling …

Role-Playing with Robot Characters: Increasing User Engagement through Narrative and Gameplay Agency

S Ng, TH Lin, Y Li, S Sebo - Proceedings of the 2024 ACM/IEEE …, 2024 - dl.acm.org
Live entertainment is moving towards a greater participatory culture, with dynamic narratives
told through audience interaction. Robot characters offer a unique opportunity to mitigate the …

BraidFlow: A Flow-annotated Dataset of Kumihimo Braidmaking Activity

A Zaman, S Endow, MAN Rakib, C Torres - Proceedings of the 2023 …, 2023 - dl.acm.org
Entering a cognitive state of flow is a natural response of the mind that allows people to fully
concentrate and cope with tedious, and often repetitive tasks. Understanding how to trigger …

Like in the good old times, but virtual-a case for simulating co-located multiplayer games in VR

P Sykownik, K Emmerich, M Masuch - Extended Abstracts of the 2020 …, 2020 - dl.acm.org
In this paper, we present ongoing work on simulating the social setting of co-located
multiplayer games in virtual reality (VR), to transfer the rich sociability associated with …